There are three 'colours' of door (put brightness up) two of which need you to be carrying the correct key. The fish has a practical use, try dropping it if you are in a tight spot! (buttons 1 to 4 can be usd to drop an object) There are four inventory 'carry' positions, and you need to collect four things in order to finish the game.
It can be done in around half a time bar in a 'good' speed run, of course you need to know exactly where to go for that. There are 92 visit-able locations in this (short) version of the game.
Do you think a large exploration game like this would work on the Vectrex?
Post by gliptitude on Aug 17, 2015 20:45:46 GMT -5
I have only tried Trapped on an emulator so far, but this is really neat.
I really like the look of it a lot. The simple animation of the man while he is moving is very effective. The look of the doors from above, also very stylish. The scale of the whole thing seems fine, and potentially gratifying. And for sure the game is well suited for an overlay.
In terms of graphics, I think you've come up with something that is simultaneously simple and distinctive - a winning formula!
You say it is a finished game but that it is also only a test of your engine. So I'm not sure what feedback you are looking for or where you are going with this. I haven't figured the game out yet, only collected the fish and figured out one thing that can be done with the fish. So I do not know yet the extent of the game if there are many goals or functions. .. But to me this looks like an excellent setting for an adventure of some kind. It is easy for me to imagine a story or path of some kind unfolding. Having only one enemy and one item per room is ok since there are so many rooms.
... Like Spike and the Angry Vortex Bird, I think you've got another substantial and demonstrated (and original) concept that is really worth developing fully.
I'd contribute art, writing, testing and brainstorming if you wanted it.
.. And by the way, when I say I can see a story unfolding here, that doesn't have to be an epic or concrete Zelda kind of thing. It can be ambiguous and action driven. Mainly there is a beginning and end and it is fun and gratifying to proceed from one to the other.
Last Edit: Aug 17, 2015 20:49:54 GMT -5 by gliptitude
I've only tested an early version of the engine on a real Vectrex, just movement with non of the game elements added, so I'm not sure how the latest version acts.
Collision detection needs to be tweaked a little, as I have trouble picking up the fish. Doorways can also be difficult to get into, and I don't mean the ones that you can't get through unless you have a proper object, as I've had to wiggle my guy around at times in order to get to the next screen through a door.
Post by gliptitude on Aug 18, 2015 11:27:51 GMT -5
I too had trouble fitting through the doors at times. The fish was not a problem for me though. (Still haven't tried it on real Vectrex)
I would prefer first a written explanation or maybe some hints, rather than a walkthrough or speedrun. Sort of simulate how the game would actually be presented if fully developed, the kind of information you'd give in a printed manual. I have only encountered the fish and the flies so far. Are there other items and enemies? What is the basic goal of the game?
I would like to see what it looks like if you draw in the boundaries of the rooms, so that we see a square with door openings.
I am ok with the timer aspect of the game but I think that the long straight line indicator detracts visually from the overall presentation.
I am trying to figure out if the room layout is confined or if it kind of "loops". I kept getting to a part where there were two doors on the left and right, one after another until finally it seemed like i got back to the beginning or somewhere else that i had been before but that could not logically be at the end of the path i just traversed. .. If the map does loop i think it would be good if this was somehow clearly demonstrated towards the beginning of the game/level.
A map or compass might be good. Maybe just a small empty square that had a single blinking dot to indicate the player's position.
Have a few more ideas i may post later.
Last Edit: Aug 18, 2015 11:29:55 GMT -5 by gliptitude